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conflict [2017/10/01 11:18] gm_seb |
conflict [2019/05/06 12:47] (current) gm_seb |
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| ====Class Feature: Powered by Conflict==== | ====Class Feature: Powered by Conflict==== | ||
| - | * Conflict weavers gain a point of charge by landing a hit on an enemy or - out of combat - arguing with someone for 10s. | + | * Conflict Weavers cast spells using Charge. |
| - | * Note: a genuine conflict has to exist with the target of your ire. | + | * Conflict weavers gain 1 point of Charge for the following: |
| - | * Friends letting you hit them will not generate charge; arguments have to have //teeth// and be designed to anger. | + | * In combat: Landing a successful blow on an enemy |
| - | * When you cast a conflict spell, you deplete all accumulated charge. | + | * In combat: Taking a blow from an enemy |
| - | * Spells will never gain the caster charge. | + | * Out of combat: arguing for 10s |
| - | * Charge is lost between encounters. | + | * NB: a genuine conflict has to exist with the target of your conflict. Friends letting you hit them will not generate charge; arguments have to have //teeth// and be designed to anger. |
| + | * When you cast a conflict spell, you deplete all accumulated Charge, dropping to 0 Charge. | ||
| + | * Conflict spells cannot gain the caster Charge. | ||
| + | * Charge is lost between encounters. | ||
| + | ==Planar Influence== | ||
| + | |||
| + | * When travelling in Conflict, you may choose to activate this ability once per encounter: the charge cost for spells is halved (rounded up). Notify a GM if you do this. | ||
| + | * When travelling in Connection, the charge cost for your spells is doubled. | ||
| + | |||
| + | ===Rituals=== | ||
| + | * Rituals give weavers the ability to try more freeform magic to have greater or more long-lasting effects than normal spells. | ||
| + | * The ritualist will specify an outcome they hope to attain by performing the ritual. | ||
| + | * A standard ritual takes 2 minutes to cast. The ritualist may, if they wish, choose instead to cast the ritual instantaneously. This is not without risk and carries a 50% chance of something going seriously wrong with the ritual. | ||
| + | * Ritual cast times are halved in a complimentary plane and doubled in an opposing plane. | ||
| ====Spells==== | ====Spells==== | ||
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| ===Level 1 === | ===Level 1 === | ||
| - | ==Blazing Bolt 10== | + | ==Blazing Bolt 5== |
| * Call STAGGER. | * Call STAGGER. | ||
| - | ==Wave of Force 10== | + | ==Wave of Force 5== |
| * Call REPEL. | * Call REPEL. | ||
| - | ==Shake the bonds of trust 3== | + | ==Perfect Insult 2== |
| - | * You weaken the bonds of trust within a group causing them to to become fractious and argumentative. | + | * You may call YOU'RE THE WORST at another character. They gain the roleplaying effect that whatever you have just said is whatever they would find most insulting. |
| - | * Call SHAKE THE BONDS OF TRUST. | + | |
| - | * This merely makes people more prone to bickering and infighting, but will not cause significant internal conflict by itself. | + | |
| ===Level 2=== | ===Level 2=== | ||
| - | ==Conflict feeds my soul 15== | ||
| - | * Call HEAL 4 on yourself. | ||
| - | ==Locked in Conflict 5== | + | ==Escalation 5== |
| - | * Call [[:nonstandardcalls#stasis|STASIS]] on yourself to call [[:nonstandardcalls#stasis|STASIS]] on someone you are actively fighting against. | + | * Make the last offensive call you took. |
| + | * This call has to come from a genuine enemy. | ||
| + | * This does not work on offensive calls that have a modifier (e.g. MASS STAGGER, BLAST STUN, etc.) | ||
| + | * BACKSTAB calls gained in this way must be delivered by melee. | ||
| + | * This call is overwritten at the end of the encounter. | ||
| ==Divine the cause of Wrack and Ruin 0== | ==Divine the cause of Wrack and Ruin 0== | ||
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| * When not in combat, you may ask a GM what is most likely to cause conflict in any given situation. | * When not in combat, you may ask a GM what is most likely to cause conflict in any given situation. | ||
| * At GM discretion, this can help you discover what has caused a conflict as well. | * At GM discretion, this can help you discover what has caused a conflict as well. | ||
| + | |||
| + | ==First Strike 3== | ||
| + | * As long as you initiate combat you may strike for QUAD on your first 2 blows. | ||
| ===Level 3=== | ===Level 3=== | ||
| - | ==Rend Apart the Earth Beneath 15== | + | ==Rend Apart the Earth Beneath 10== |
| * You force power into the earth beneath causing it to burst open. | * You force power into the earth beneath causing it to burst open. | ||
| * You may call [[:nonstandardcalls#blast_x|BLAST]] STAGGER. | * You may call [[:nonstandardcalls#blast_x|BLAST]] STAGGER. | ||
| - | ==Blink 10== | + | ==Whirling Dervish 4== |
| - | * When you cast this, throw a throwing weapon. | + | * Whilst fighting alone, and engaged with more than one enemy, you may call X damage at an enemy within sword reach, where X is the number of enemies you are currently fighting. |
| - | * At a later point, you may call DISAPPEARING and move to the location of the weapon. | + | * This damage is capped at QUAD. |
| - | * While returning to the weapon, you have to move as quickly as safely possible. | + | |
| ===Level 4=== | ===Level 4=== | ||
| - | ==Mind turned upon itself 10== | + | ==Mind turned upon itself 1== |
| * Using this spell, you give form to an abstract fear, doubt or thought within yourself. | * Using this spell, you give form to an abstract fear, doubt or thought within yourself. | ||
| * This will take the form of a psychic combat at GM discretion. | * This will take the form of a psychic combat at GM discretion. | ||
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| * As a roleplay effect, you should also be more preoccupied with this concept that otherwise normal. | * As a roleplay effect, you should also be more preoccupied with this concept that otherwise normal. | ||
| * If you succeed, the fear or doubt is expunged completely from your mind. | * If you succeed, the fear or doubt is expunged completely from your mind. | ||
| - | * At GM discretion, this ability may also be used to purge afflictions of the soul. | + | * At GM discretion, this ability may also be used to purge afflictions of the mind. |
| ==Rage against the Storm 20== | ==Rage against the Storm 20== | ||
| - | * For the next 10s you take all damage dealt to you as healing instead. | + | * For the next 10s you gain no charge but HEAL 1 every time you land a blow. |
| - | * You must make these HEAL calls upon yourself. | + | |
| ===Level 5=== | ===Level 5=== | ||
| - | ==Eye of the Storm 30== | + | ==Eye of the Storm 15== |
| - | * You tap continually into the maelstrom sending out waves of destruction all around you of increasing intensity. | + | * You tap continually into the maelstrom sending out waves of destruction all around you of increasing intensity. |
| - | * You can no longer make offensive calls whilst under this effect, however, you now make the following set of calls. | + | * Call MASS DOUBLE STAGGER. |
| + | * You can no longer make offensive calls, every time you gain 10 charge you must instantly spend it to call MASS DOUBLE STAGGER. | ||
| + | * This effect only ends when you next drop to 0 hits or the end of the encounter. | ||
| - | * After 10s: MASS ZERO STAGGER | + | ==The Earth Trembles 20== |
| - | * After 20s: MASS SINGLE STAGGER | + | |
| - | * After 30s: MASS DOUBLE STAGGER | + | |
| - | * After 40s: MASS TRIPLE STAGGER | + | |
| - | * After 50s: MASS QUAD STAGGER | + | |
| - | * After 60s: MASS QUINT STAGGER | + | |
| - | + | ||
| - | * You may end this effect prematurely, but if you do take a SLAY. | + | |
| - | + | ||
| - | ==The Earth Trembles 30== | + | |
| * You turn the environment hostile against all who move within it. | * You turn the environment hostile against all who move within it. | ||
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| ====Lv1==== | ====Lv1==== | ||
| ===Through Adversity I Gain Strength=== | ===Through Adversity I Gain Strength=== | ||
| - | * Every time you lose a PSYCHE hit by any means gain 5 charge. | + | * Whenever a genuine enemy drops you to 0 hits, gain 5 charge. |
| + | |||
| + | ===Plane Sight=== | ||
| + | * The Weaver's vision is overlayed with the plane to which they are aligned. | ||
| + | * This allows weavers of all types to sense the intrusion of any plane into the waking world. | ||
| + | * You can sense other Weavers and what alignment they are. | ||
| + | * You can sense if someone has a conflict affliction, its severity, and gain some insight into what it does. | ||
| + | * You can see and interact with familiars from your plane. | ||
| + | |||
| + | ===Familiar=== | ||
| + | //Req: Plane Sight// | ||
| + | |||
| + | * You have formed a bond with a being native to your plane. | ||
| + | * Only you can see and hear your familiar. | ||
| + | * They are a sentient intelligent creatures who spend most of their time about their own business in the plane. | ||
| + | * They cannot normally interact with the material world but they can strengthen your spirit: | ||
| + | * +1 psyche. | ||
| + | |||
| + | ===Nascent Ritualist=== | ||
| + | * You have become adept at using the powers of the planes for more freeform but minor utility effects. | ||
| + | * Three times per adventure you may cast rituals to achieve minor effects within the purview of your plan | ||
| ====Lv2==== | ====Lv2==== | ||
| ===Declare Nemesis (Downtime)=== | ===Declare Nemesis (Downtime)=== | ||
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| * You can only ever have one Nemesis. | * You can only ever have one Nemesis. | ||
| * Using this Downtime ability again, you may re-target you Declaration or end it entirely. | * Using this Downtime ability again, you may re-target you Declaration or end it entirely. | ||
| + | |||
| + | ===Switch=== | ||
| + | //Pre-req: Familiar// | ||
| + | * Once per adventure you may switch places with your familiar. | ||
| + | * You may do this even on your death count if you wish. | ||
| + | * Your spirit flung deep into the plane whilst theirs takes over your body. | ||
| + | * For the rest of the encounter you roleplay as your familiar. There personality is upto you to define but should in some way be shaped by their plane. | ||
| + | * They have the same stats as you, but you regain your hits, per-encounter abilities and resources as though this was the start of a new encounter. | ||
| + | * You now have 20 Charge. | ||
| + | * At the end of the encounter, you switch places again. | ||
| + | ===Ritual Chamber (Downtime)=== | ||
| + | * As a Downtime action: you can perform a ritual of a power level you have mastered. | ||
| + | |||
| + | ===Planar Lore=== | ||
| + | * You understand the nature of your own plane well. | ||
| + | * If you ever find yourself there you gain all the benefits of the [[:general_skills#survivalist|Survivalist]] skill. | ||
| ====Lv3==== | ====Lv3==== | ||
| - | ===Conflict Unending=== | + | ===Sense of Conflict=== |
| - | * Once per encounter, | + | * The first time combat starts each encounter, you may call DISAPPEARING. |
| - | * After you have dropped someone to 0 hits, | + | * You have up to 10s to relocate yourself before calling APPEARING again. |
| - | * You can call HEAL 32 on them, | + | * MASS calls do not affect you during this relocation. |
| - | * Gain 15 charge, | + | ===Shared Knowledge=== |
| - | * You must exclusively attack that person until they are on 0 hits again for the rest of the encounter. | + | * You familiar is able to give helpful knowledge on a topic upon which it has expertise. |
| + | * Pick two subjects which your familiar is an expert in. | ||
| + | * You count as having access to the [[:general_skills#knowledge|Knowledge]] skill for that subject. | ||
| + | ===Awakened Ritualist=== | ||
| + | //Pre-req: Nascent Ritualist// | ||
| + | * Once per adventure, you can attempt to perform rituals of moderate power. | ||
| + | |||
| + | ====Lv 4==== | ||
| + | ===Duality of Mind=== | ||
| + | //Pre-req: Familiar// | ||
| + | * Gain one RESIST per encounter. | ||
| + | ===Master Weaver=== | ||
| + | * You understand the nature of all of the planes and their interaction with the mundane world. | ||
| + | |||
| + | ====Lv 5==== | ||
| + | ===Master Ritualist=== | ||
| + | //Pre-req: Awakened Ritualist// | ||
| + | * Once per adventure, you can attempt to perform rituals of major power. | ||
| + | ===Assumption=== | ||
| + | //Pre-req: Master Weaver & Master Ritualist// | ||
| + | * Once per adventure, you may, with 5 minutes of concentration, find a point that lets you travel physically to your plane. | ||
| + | * You may, if you wish, take your party with you. | ||
| + | * Alternatively you may attempt to permanently merge the local region with your plane. | ||